Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations

ABSTRACT

A network video game for allowing a player to easily grasp a relation between the player&#39;s own character and another character. A computer  1   a  capable of being connected with a server  116  via a network  100  decides whether or not a player&#39;s own character  201  manipulated by the computer, and another character  210  manipulated by another computer  1   b  and connected with the server  116  via the network  100  are in a predetermined relation. If it is decided that the player&#39;s own character and another character are in the predetermined relation, another character is displayed in a display mode according to the predetermined relation. The player may thus easily understand the relation between the player&#39;s own character and another character by confirming the display on another character.

CROSS REFERENCE TO RELATED APPLICATION

[0001] The present disclosure relates to subject matter contained inJapanese Patent Application No. 2001-16176, filed on Jan. 24, 2001, thedisclosure of which is expressly incorporated herein by reference in itsentirety.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to a video game system and itscontrol method, a video game device and its control method, and aprogram of a video game and a computer-readable recording mediumrecorded with the program, and, more particularly, to a network videogame for allowing a plurality of players to participate therein via anetwork.

[0004] 2. Related Art

[0005] In recent years, there has been an increasing number of networkvideo games, in which a group of players participate simultaneously tobattle or to play in cooperation by using the network. This video gamemay be called the “network game” or “online game”.

[0006] In the online game, the group of players individually using arespective group of computers connected with a server allows individualcharacters to act in a common virtual space. The players frequentlybattle or cooperate by communicating with one another.

[0007] In the online game each player may desire to acquire informationfor judging whether or not another player's character is hostile to orfriendly with a player's own character. If the player recognizes thatanother player's character displayed on the screen has attacked theplayer's own character in the past, for example, the player can beprepared for attack from the character. On the contrary, if the playerrecognizes that the other player's character is an acquaintance, theplayer can ask for cooperation from the other player. The judgmentfactor for determining the hostility or friendliness, another characteris usually the name of the character.

[0008] However, the player must rely on the power of memory to decidethe relation between the player's own character and another characterexclusively on the basis of the name. It is thus burdensome for theplayer to make accurate and prompt decisions. Therefore, a technique forallowing the player to easily grasp the relation between the player'sown character and another character is desired.

SUMMARY OF THE INVENTION

[0009] The invention provides a video game system for allowing a playerto easily grasp the relation between a character manipulated by theplayer and a character manipulated by another player, and a controlmethod for the system, a video game device and a control method for thedevice, and a video game program and a computer-readable recordingmedium recorded with the program.

[0010] According to the invention, there is provided a video game forallowing individual characters of a group of players to act in a commonvirtual space. According to the invention, a computer capable of beingconnected with a server via a network, decides whether or not a player'sown character, which is manipulated by the computer, and anothercharacter manipulated by another computer connected with the server viathe network, are in a predetermined relationship, and displays theanother character in a display mode according to the predeterminedrelation when it is determined that the own character and the anothercharacter are in the predetermined relation.

[0011] Here, the “displaying another character” includes not onlydisplaying an image (e.g., an image showing the appearance of anothercharacter, or a marker or an indicator in a radar map) showing anothercharacter, but also includes displaying an object (e.g., an iconcorresponding to another character, or a cursor adjusted to anothercharacter) accompanying another character.

[0012] According to the invention, the display mode of another characteris changed according to the relation between the player's own characterand another character. Therefore, the player may easily understand therelationship between another character and the player's own character,by determining the way another character is displayed.

BRIEF DESCRIPTION OF THE DRAWINGS

[0013]FIG. 1 is a block diagram showing a construction of a video gamedevice according to an embodiment of the present invention;

[0014]FIG. 2A is a top plan view showing a keypad, and FIG. 2B is a backelevation showing the key pad;

[0015]FIG. 3 is a diagram showing one example of a game system utilizinga network;

[0016]FIG. 4 is a flow chart showing a procedure for controlling thegame device;

[0017]FIG. 5 is a diagram showing one example of a display screen;

[0018]FIG. 6 is a flow chart showing procedures to be executed in thegame device and a game server;

[0019]FIG. 7 is a diagram showing another example of the display screen;

[0020]FIG. 8 is a flow chart showing a procedure to be executed in thegame device;

[0021]FIG. 9 is a flow chart showing another procedure to be executed inthe game device;

[0022]FIG. 10 is a flow chart showing a procedure to be executed in thegame device according to a second embodiment;

[0023]FIG. 11A to FIG. 11D are diagrams showing examples of the displayscreen according to the second embodiment;

[0024]FIG. 12 is a diagram showing an example of the display screenaccording to a third embodiment;

[0025]FIG. 13 is a flow chart showing a procedure to be executed in thegame device according to the third embodiment;

[0026]FIG. 14 is a diagram showing an example of the display screenaccording to a fourth embodiment; and

[0027]FIG. 15 is a flow chart showing a procedure to be executed in thegame device according to the fourth embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0028] [First Embodiment]

[0029] A first embodiment of the invention will be described withreference to the accompanying drawings. FIG. 1 is a block diagramshowing a video game device according to this embodiment. A video gamedevice 1 is provided, for example, with a control unit 2 for controllingthe video game device 1, and an input unit (e.g., a keypad) 3 and anoutput unit (e.g., a TV set) 6 connected with the control unit 2. Thegame unit 1 is provided with a memory card 5 for storing game data suchas proceeding data of a game or environment setting data.

[0030] The control unit 2 is a computer. In this embodiment, the controlunit 2 is exemplified by a home game machine but should not be limitedthereto.

[0031] As shown in FIG. 1, the control unit 2 is equipped, in thepresent example, with a main control unit 11, a RAM (Random AccessMemory) 12, an interface unit 13, a sound processing unit 14, a graphicprocessing unit 15, a CD-ROM drive 16, a communication interface 17, anHDD (Hard Disk Drive) 18, and a bus 19 connecting those components withone another. On the other hand, the CD-ROM drive 16 can be loaded with aCD-ROM (Compact Disk Read Only Memory) 4 or a recording medium which isstored with a program for processing the later-described game, imagedata, sound data and so on.

[0032] The main control unit 11 is a circuit including a CPU (CentralProcessing Unit), a ROM (Read Only Memory), of which the CPU controlsthe individual portions of the control unit 2 in accordance with theprogram stored in the RAM 12 (or the ROM, as the case may be). The ROMis stored with a basic program such as the boot program or the OS(Operating System) of the control unit 2. On the other hand, the maincontrol unit 11 is equipped with an oscillator or timer counter (neithershown) and measures time by generating clock signals on the basis of thetiming signals outputted for predetermined periods from the oscillatorand by counting the clock signals with the timer counter.

[0033] The RAM 12 is a main storage unit to be used for the CPU of themain control unit 11 to execute the program, and is stored with aprogram to be executed by the CPU and data needed for executions. TheRAM 12 is also used as a work area at the program executing time.

[0034] The interface unit 13 is so constructed as to detachably connectto the input unit 3 and the memory card 5. This interface unit 13controls data transfers between the individual units (mainly, the maincontrol unit 11) connected via the bus 19 and the input unit 3 or thememory card 5.

[0035] The sound processing unit 14 is a circuit for processing orregenerating the voice data such as the BGM (Back Ground Music) or soundeffects of the game. In accordance with instructions from the maincontrol unit 11 and on the basis of the data stored in the RAM 12, thissound processing unit 14 generates and feeds voice signals to the outputunit 6.

[0036] The graphic processing unit 15 is equipped with a frame buffer(not-shown) for drawing an image thereon, in response to theinstructions from the main control unit 11. The graphic processing unit15 generates and feeds graphic signals to the output unit 6 by addingpredetermined synchronizing signals to the image data drawn on the framebuffer.

[0037] The CD-ROM drive 16 is a reader for reading the data which arestored in the CD-ROM 4 or the recording medium. The game unit 1 uses thegame controls, later-described, by instructing the control unit 2 toexecute the controls according to the game program recorded in theCD-ROM 4.

[0038] The communication interface 17 is a circuit for communicationcontrols at the time of exchanging the various data with another unit ona network 100 and is connected, if necessary, with the network 100 via acommunication line 99. The communication interface 17 controls theinformation (e.g., the program or the data) transfers between thecontrol unit 2 and the communication network 100. The HDD 18 can bestored with the game program and the data, which are downloaded from theexternal communication network 100 via the communication interface 17and the communication line 99.

[0039] The HDD 18 is an auxiliary storage unit which is used for the CPUof the main control unit 11 to execute the program. The HDD 18 can bestored with various data and program such as the information downloadedby using the communication interface 17 or the information read out fromthe CD-ROM 4.

[0040] The CD-ROM 4 is stored with the game software. This game softwarecontains not only the game program for causing the main control unit toperform the processing necessary for executing the computer game butalso the necessary data. These game programs contain programs forinstructing the game unit 1 to execute a method according to thisembodiment. The game software stored in the CD-ROM 4 can be read out byactivating the CD-ROM drive 16.

[0041] Here, the game unit 1 can also store the game software in the HDD18. This game software can be pre-installed in the HDD 18, installedfrom the CD-ROM 4 or downloaded from another unit on the communicationnetwork 100, as described hereinbefore.

[0042] The input unit 3 is equipped with a group of manipulation toolswhich are manipulated by the player to input the various instructions onthe game to the control unit 2. When the manipulation tools aremanipulated, the input unit 3 transmits command signals according to themanipulation tools, to the control unit 2 through the interface unit 13.In this embodiment, there is prepared as an example of the input unit 3a keypad 30 which generally belongs to a home game machine.

[0043]FIG. 2A is a top plan view showing a keypad, and FIG. 2B is a backelevation showing the keypad. As shown in FIG. 2A, the keypad 30 isequipped with a cross key 31 for inputting directional designations andmanipulation keys (i.e., a ◯ button 32, a Δ button 33, a □ button 34, aX button 35, a start button 36 and a select button 42) as themanipulation tools. The keypad 30 is further equipped with a joystick 37as the manipulation tool. As shown in FIG. 2B, the keypad is alsoequipped on its back with a group of manipulation keys (i.e., an R1button 38, an R2 button 39, an L1 button 40 and an L2 button 41) as themanipulation tools. In addition, the keypad 30 has a vibration function.In the keypad 30, specifically, a motor is included, which is activatedin response to a predetermined control signal from the control unit 2 sothat it can vibrate the entire keypad 30.

[0044] The memory card 5 is an auxiliary storage unit which isconstructed of a flash memory controlled by the control unit 2 to storethe game data. The write of the data in the memory card and the read ofthe data from the memory card 5 are controlled by the main control unit11 through the interface unit 13.

[0045] On the basis of the graphic signals and the voice signals fromthe control unit 2, the output unit 6 displays the game image andoutputs the voice. In this embodiment, a television (TV) set is preparedas the output unit 6. This TV set is provided with an image displayingdisplay screen 61 and a voice outputting speaker 62. The TV set displaysthe image in the display screen 61 in response to the video signals fromthe graphic processing unit 15, and outputs the voice from the speaker62 in response to the sound signals from the sound processing unit 14.Therefore, the TV set functions as both the display unit and the voiceoutput unit.

[0046] The main control unit 11 controls the actions of the control unit2 on the basis of the basic software stored in the ROM and the gamesoftware read from the CD-ROM 4 by the CD-ROM drive 16 and stored in theRAM 12. For example, the main control unit 11 reads and transfers thegraphic data from the CD-ROM 4 to the graphic processing unit 15, anddesignates the graphic processing unit 15 to generate the image. Inresponse to this designation, the graphic processing unit 15 generatesvideo signals by using the graphic data. These video signals aretransmitted to the output unit 6. As a result, the image is displayed onthe display screen of the output unit 6.

[0047] In this embodiment, the video game, which allows a group ofplayers to participate via the network, is displayed on the screen 61.FIG. 3 is a schematic diagram showing a construction of the online gamesystem for servicing a video game of the network corresponding type. Inthis system, video game devices 1 a, 1 b, . . . , and so on, having theconfiguration shown in FIG. 1, are connected with a server group 102 viathe internet 100. In other words, each video game device 1 is connectedwith any of the servers in the server group 102 so that it becomes aclient of that server.

[0048] The server group 102 contains: an authentication server group 111for account administrations for user authentication; a contents servergroup 112 for providing interfaces between the game unit 1 and otherserver groups and for providing perusal services of contents such asvoices or animation; a message server group 113 for providingenvironments such as chats or messengers; a mail server group 114 forproviding services of electronic mails; a profile server group 115 foradministering profiles of users; and a game server group 116 forproviding game environments. These server groups 111 to 116 areconnected with one another via a LAN 117.

[0049] The game server group 116 contains a server with which the groupof game units 1 are connected for the player to search for a partnerwith whom to play. This server 116 provides a virtual lobby for theplayers to gather for communications, and may also be called the “lobbyserver”. When the game unit 1 is connected with the lobby server, ascreen indicating the virtual “lobby” is displayed in the output unit 6.On this lobby screen, there are displayed the own player character andanother player character which is connected with the lobby server. Theplayer can “chat” to make interchanges with another player or to searcha partner with whom to play the game. When the “game start” is selectedfrom the menu displayed on the lobby screen, the game unit 1 isconnected with any of the game servers in the game server 116 so thatthe game screen is displayed on the output unit 6 to start the game. Onthis game screen, there is displayed not only the player's owncharacter, but also the character of the other players when there isanother player to participate in the game.

[0050]FIG. 4 is a flow chart showing the log-in processing to connectthe game unit 1 with the game server. By setting the control unit 2 withthe CD-ROM 4 recorded with the game program, an ordinary game basicprocess is performed (at Step S102) including the display of an initialscreen (e.g., a maker's LOGO), the check of the memory card 5, thedisplay of the title screen and the loading of the data.

[0051] Next, the initial menu is displayed (at Step S104) on the outputunit 6. When the player selects the “Internet Connection” (at StepS106), the game unit 1 is connected (at Step S108) with one server inthe contents server group 112 via the internet 100.

[0052] Next, the player is authenticated (at Step S110). When the gameunit 1 is connected with the contents server 112, the authenticationrequest screen is displayed on the output unit 6. The player inputsinformation necessary for the authentication in the authenticationrequest screen displayed. The input information is transmitted from thegame unit 1 through the contents server 112 to the authentication servergroup 111, in which the authentication is performed.

[0053] When the authentication is obtained, the service menu isdisplayed (at Step S112) on the output unit 6. If the player selects the“Game” (at Step S114) from the service names displayed in the servicemenu, the game unit 1 is connected (at Step S116) with the lobby servercontained in the game server group 116, and the lobby screen isdisplayed (at Step S118) on the output unit 6. If the “Game Start” isselected (at Step S120) from the menu displayed in the lobby screen, thegame unit 1 is connected (at Step S122) with one game server in the gameserver group 116, and the game screen is displayed (at Step S124) on theoutput unit 6. Thus, the game is started.

[0054]FIG. 5 shows the initial game screen displayed at Step S124. Inthis initial game screen, there is displayed a character 201 of theplayer, as arranged in the virtual space, together with the charactername 202. On the lefthand upper portion of the screen (as viewed in theFigure), the name 203, the growth level 204, the hit point (HP) 205 andthe magic point (MP) 206 of the character 201 are displayed. On thelefthand lower portion of the screen, there is displayed a radar map 207which is taken from a downward perspective of the space around thecharacter 201. At the central portion of the radar map 207, there isdisplayed a marker 208 indicating the character 201 (shown here as anisosceles triangle). When the character of another player (hereinaftercalled the “another character”) is within the display range of the radarmap, as will be described hereinafter, the marker of the anothercharacter is also displayed in the radar map 207.

[0055] The video game according to this embodiment is an action game inwhich the player controls and manipulates his/her own character (as willbe called the “own character”) in the virtual space to do battles orotherwise engage with the non-player character or the character ofanother player. In this video game, the battle with another playercharacter is not allowed when in default mode. In order for the owncharacter to attack another player character, the player has to changethe battle mode through the menu displayed on the screen, from “ordinarymode” to “antipersonnel mode,” which provides for the attacking ofanother player.

[0056] In order to avoid attack from another player just after the gamestart, the own character is in “safe zone” so that the own character isnot displayed in the display unit, when the initial screen is displayed.Nor is the character of another player displayed on the initial screen.While the initial screen is being displayed, the player is enabled toprepare for battles by changing the equipment of the own character.

[0057]FIG. 6 is a flow chart showing a procedure to be executed by thegame unit 1 (according to this embodiment) and the game server after theinitial screen of FIG. 5 has been displayed. This procedure is executedsuch that the control unit 2 of the game unit 1 executes the gameprogram stored in the CD-ROM 4, and such that the game server executesthe dedicated program. In the procedure executed by the game unit 1, thegame program and the necessary data are sequentially read from theCD-ROM 4 in accordance with the progress of the procedure, and aretransferred to the RAM 12. In the following description, however, thedetailed description may be omitted regarding the read from the CD-ROM 4and on the transfer to the RAM 12.

[0058] When the start button 36 of the keypad 30 is pushed (at StepS202) while the initial screen is displayed on the output unit 6 of thegame unit 1, the appearance position of the own character in the virtualspace is determined at random (at Step S203). Thus, any ambush byanother player character is prevented by not fixing the appearanceposition of a newly-participating player character. The appearanceposition determined is stored as the position data of the own characterin the RAM 12.

[0059] Next, the game unit 1 transmits the appearance position data ofthe own character to the game server (at Step S204). This game serverreceives and stores the appearance position data as the prevailingposition data of the character in the storage unit (at Step S205). Theposition data are transmitted, if necessary, to the game unit of anotherplayer, as connected with the game server.

[0060] Next, the game unit 1 requests the game server for theinformation on another character to be displayed on the screen 61 of theoutput unit 6 (at Step S206). The game server uses, when it receivesthat demand (at Step S207), the position data of the own character andanother character, as stored in the game server, to specify anothercharacter positioned within the display range of the game unit 1 in thevirtual space, and transmits the information on another character to thegame unit 1 (at Step S208). This information is necessary for displayinganother character and contains: the identifier (ID) and the name data ofanother character; the position data of another character; and thedisplay designation data for designating components of the displayelements stored in the CD-ROM 4 as are necessary for displaying anothercharacter.

[0061] When the information of another character is received (at StepS209) from the game server, the game unit 1 displays another character(at Step S210) by using the character information and the displayelements stored in the CD-ROM 4. FIG. 7 shows one example of the screenon which the own character 201 and another character 210 are displayed.Not only are the image and the name 211 indicating the another characterdisplayed, but also a marker 212 indicating the another character 210 isdisplayed on the radar map 207. The detail of the display of anothercharacter will be made hereinafter.

[0062] The game unit 1 then receives an input from the player (at StepS212). If the instruction from the player is inputted (at Step S212: YESroute), the procedure according to the input is executed (at Step S214).It is then decided (at Step S216) whether or not the game is to end. Ifthe predetermined game ending condition is satisfied (at Step S216: YESroute), the ending procedure is performed, including the loading of dataand the display of the “game over” screen (at Step S218). If the gameending condition is not satisfied (at Step S216: NO route), the routinereturns to Step S206, and the procedures at and after Step S206 arerepeated.

[0063] According to this embodiment, the display mode of anothercharacter is different according to the relation between the owncharacter and the another character so that the player may be able tograsp easily and promptly what relationship another character displayedon the screen has to the own character. There are four types ofrelations, as prepared in this embodiment, for the player characters:“Hostile Relation”, “Warning Relation”, “Friendly Relation” and“Ignoring Relation”. Here, the character relations may be one kind ormore in this embodiment.

[0064] The hostile relation is the character relation when the battlemode of another character is set to the antipersonnel mode. When theplayer sets the battle mode to the antipersonnel mode, the game unit 1notifies the game server of the setting of the antipersonnel mode. Inresponse to the notification, the game server turns ON the antipersonnelmode flag which is prepared for the character of the player. With thisantipersonnel mode flag ON, at Step S208 the game server transmits thisinformation to the game unit 1, together with the name data of anothercharacter, that another character within the display range is in theantipersonnel mode. As a result, the game unit 1 can be informed thatanother character is in the antipersonnel mode.

[0065] The warning relation is the character relation when anothercharacter previously attacked the own character. The game unit 1 adds,when the own character is attacked by another character, the ID ofanother character to the warning character file which is stored in theRAM 12. This warning character file is stored in the memory card 5 atthe game ending step (at Step S218) and is read in the RAM 12 from thememory card 5 when the initial screen (of FIG. 5) is displayed again.

[0066] The ignoring relation is the character relation when anothercharacter is registered as the character to be ignored by the player.The player is enabled to register the character of the player to beignored as the “ignoring character,” by selecting and inputting acommand from the menu displayed in the screen. Specifically, the ID andname of another character are added to the ignoring character filestored in the RAM 12. When the ignoring character file is recorded withthe ID, the speech of another character having the ID is not displayedon the screen. This ignoring character file is stored in the memory card5 at the game ending procedure (at Step S218), and is read in the RAM 12from the memory card 5 when the initial screen (of FIG. 5) is displayedagain. The player is enabled to retrieve a list of the names of theignoring characters registered, by selecting and inputting the commandfrom the menu displayed in the screen.

[0067] The friendly relation is the character relation at the time whenanother character is registered by the player as the friendly character.The player is enabled to register the character of an intimate player asthe friendly character by selecting and inputting the command from themenu displayed in the screen. Specifically, the ID and name of anothercharacter are added to the friendly character file stored in the RAM 12.This friendly character file is stored in the memory card 5 at the gameending procedure (at Step S218) and is read in the RAM 12 from thememory card 5 when the initial screen (of FIG. 5) is displayed again.The player is enabled to retrieve a list of the names of the friendlycharacters registered, by selecting and inputting the command from themenu displayed in the screen.

[0068]FIG. 8 is a flow chart showing the detail of the display procedure(of Step S210) of another character to be executed by the game unit 1for realizing the aforementioned characteristics. This procedure ispracticed such that the game program stored in the CD-ROM 4 is executedby the control unit 2.

[0069] First, it is sequentially decided (at Step S300) whether or notthe relations between the own character and another character belong tothe aforementioned four relations. FIG. 9 is a flow chart showing thedetail of this character relation deciding procedure. In this procedure,the four flags, as made in the RAM 12 to correspond to the fourrelations, respectively, are initialized and turned OFF (at Step S302).These flags are made in the RAM 12 when the information of anothercharacter is initially received from the game server, and are storedtogether with the information on another character.

[0070] Next, it is decided (at Step S304) whether or not the owncharacter and another character are in the hostile relation. The gameunit 1 decides, when it receives such information from the game server(at Step S209), that another character is in the hostile mode, that theown character and another character are in the hostile relation (at StepS304: YES route), and turns ON the corresponding flag, i.e., the“Hostile Flag” (at Step S306). If there are not received the informationthat another character is in the antipersonnel mode, on the other hand,it is decided (at Step S304: NO route) that the own character andanother character are not in the hostile relation, and the hostile flagremains OFF.

[0071] Next, it is decided (at Step S308) whether or not the owncharacter and another character are in the hostile relation. The gameunit 1 examines whether or not the ID of another character received fromthe game server is recorded in the aforementioned warning characterfile. If the ID of another character is determined from the warningcharacter file, the game unit 1 decides (at Step S308: YES route) thatthe own character and another character are in the hostile relation, andturns ON the corresponding flag, i.e., the “Warning Flag” (at StepS310). If the ID of another character is not determined from the warningcharacter file, on the contrary, it is decided (at Step S308: NO route)that the own character and another character are not in the warningrelation, and the warning flag remains OFF.

[0072] Next, it is decided (at Step S312) whether or not the owncharacter and another character are in the ignoring relation. The gameunit 1 examines whether or not the ID of another character received fromthe game server is recorded in the aforementioned ignoring characterfile. If the ID of another character is determined from the ignoringcharacter file, the game unit 1 decides (at Step S312: YES route) thatthe own character and another character are in the hostile relation, andturns ON the corresponding flag, i.e., the “Ignoring Flag” (at StepS314). If the ID of another character is not discovered from theignoring character file, on the contrary, it is decided (at Step S312:NO route) that the own character and another character are not in theignoring relation, and the ignoring flag remains OFF.

[0073] Next, it is decided (at Step S316) whether or not the owncharacter and another character are in the friendly relation. The gameunit 1 examines whether or not the ID of another character received fromthe game server is recorded in the aforementioned friendly characterfile. If the ID of another character is determined from the friendlycharacter file, the game unit 1 decides (at Step S316: YES route) thatthe own character and another character are in the hostile relation, andturns ON the corresponding flag, i.e., the “Friendly Flag” (at StepS318). If the ID of another character is not discovered from thefriendly character file, on the contrary, it is decided (at Step S316:NO route) that the own character and another character are not in thefriendly relation, and the friendly flag remains OFF.

[0074] Here, the decisions of the individual relations and the settingsof the corresponding flags, that is, Steps S304 and S306, Steps S308 andS310, Steps S312 and S314, and Steps S316 and S318 can be arbitrarilychanged in the orders.

[0075] Referring to FIG. 8, when the decisions of the characterrelations are completed, the display color of the name of anothercharacter is determined (at Step S400) according to the characterrelation indicated by the four relation flags. In this embodiment, thefollowing flags are designated: red for the hostile relation; yellow forthe warning relation; green for the ignoring relation; and blue for thefriendly relation. Among these four relations, priorities are determinedin Hostile>Warning>Ignoring>Friendly. Where the character relations aremultiple, that is, where several relation flags are ON, the displaycolors are determined according to those priorities. Where the characterrelations are in the hostile relation and in the ignoring relation, thatis, where both the hostile flag and the ignoring flag are ON, the redcorresponding to the hostile relation is determined as the display colorof the character name. Where the character relation belongs to none ofthe relations, that is, where all the four relation flags are OFF, blackis determined as the display color.

[0076] Next, there are displayed (at Step S500) on the screen 61 notonly the image 210 and the marker 212 but also the name 211 of anothercharacter in the color, which is determined at Step S400.

[0077] Thus, in this embodiment, the name of another character isdisplayed in the color according to the character relation. On the basisof the color of the name of another character, therefore, the player caneasily determine what relation another character has with respect to theplayer's own character, so that the player can quickly take the actionaccording to the character relation.

[0078] The foregoing description has been made wherein a single anothercharacter displayed on the screen, but it will be readily understood bythose skilled in the art that a similar procedure may be performed onanother character even where a group of the another characters aredisplayed. This feature is similar to the embodiments to be describedhereinafter.

[0079] [Second Embodiment]

[0080] A second embodiment according to the invention is now described.The configuration of a game device and a game system according to thisembodiment are shown in FIG. 1 to FIG. 3. This embodiment is differentfrom the first embodiment only in the display procedure (i.e., Step S210of FIG. 6) of the another character. The remaining points are similar tothose of Embodiment 1 so that their overlapping description will beomitted.

[0081] In this embodiment, in order to allow the player to promptlydetermine what relation another character displayed in the screen takeswith respect to the player's own character, an icon indicating therelation between the own character and another character is displayedtogether with the image of another character. As in the firstembodiment, the character relations are the aforementioned four:“Hostile Relation”, “Warning Relation”, “Ignoring Relation” and“Friendly Relation”.

[0082]FIG. 10 is a flow chart showing a display procedure of anothercharacter according to this embodiment. This procedure is executed suchthat the control unit 2 of the game unit 1 executes the game programstored in the CD-ROM 4.

[0083] In this embodiment, after the character relation decisionprocedure (at Step S300) shown in FIG. 9, it is determined (at StepS350) on the basis of the decided character relation whether or not theicon is to be displayed. Where the character relation belongs to atleast one of the aforementioned four relations, it is decided (at StepS350: YES route) that the icon should be displayed, and the icon to bedisplayed is determined (at Step S401) according to the decidedcharacter relation. Where the character relation belongs to the group ofrelations, the icons are determined according to the priorities ofHostile >Warning>Ignoring>Friendly, as in the first embodiment.

[0084] After this, the image 210, the name 211 and the marker 212 ofanother character are displayed on the screen 61. At the same time, theicon determined at Step S401 is displayed over another character and onthe left of the character name (at Step S501). This icon moves togetherwith another character when this another character moves.

[0085] Where a character relation does not exist, it is decided (at StepS350: NO route) that the icon should not be displayed, and the image 210and the name 211 of another character and the marker 212 (at Step S450)are displayed on the screen 61.

[0086]FIG. 11A to 11D show display modes of another character, ascorresponding to the individual character relations. Here, an icon 221of FIG. 11A indicates the hostile relation; an icon 222 of FIG. 11Bshows the warning relation; an icon 223 of FIG. 11C indicates theignoring relation; and an icon 224 of FIG. 11D indicates the friendlyrelation.

[0087] Thus, in this embodiment, the icon indicating the characterrelation is displayed in the vicinity of another character so that theplayer can easily determine what relation another character takes withrespect to the player, in view of the icon, to thereby quickly takeaction according to the character relation.

[0088] [Third Embodiment]

[0089] Now will be described a third embodiment according to theinvention. The configuration of a game device and a game systemaccording to this embodiment are shown in FIG. 1 to FIG. 3. Thisembodiment is different from the foregoing embodiments only in thedisplay procedure (i.e., Step S210 of FIG. 6) of the another character.The remaining points are similar to those of the foregoing embodimentsso that their overlapping description will be omitted.

[0090]FIG. 12 shows a display mode of another character in thisembodiment. In this embodiment, a ring-shaped cursor 230 is displayedclose to the feet of the appearance image 210 of another character, asdesignated by the player. This cursor 230 can be moved when the playermanipulates the cross key 31 or the joystick 37 of the keypad 30.

[0091] In this embodiment, in order to allow the player to promptlydetermine what type of relation another character displayed in thescreen has with respect to the player's own character, the color of thecursor 230 is different according to the relation between the owncharacter and another character. As in the foregoing embodiments, thecharacter relations are the aforementioned four: “Hostile Relation”,“Warning Relation”, “Ignoring Relation” and “Friendly Relation”.

[0092]FIG. 13 is a flow chart showing a display procedure of anothercharacter according to this embodiment. This procedure is executed suchthat the control unit 2 of the game unit 1 executes the game programstored in the CD-ROM 4.

[0093] In this embodiment, after the character relation decidingprocedure (at Step S300) shown in FIG. 9, the display color of thecursor 230 is determined (at Step S402) according to the decidedcharacter relation. In this embodiment, as in the first embodiment, therelation color designations are: red for the hostile relation; yellowfor the warning relation; green for the ignoring relation; and blue forthe friendly relation. Where the character relation belongs to any ofthe relations, the display colors are determined according to thepriorities of Hostile>Warning>Ignoring>Friendly. Where a characterrelation does not exist, white is the display color. The determineddisplay color is stored in the RAM 12 as to correspond to anothercharacter. Next, the image 210 and the name 211 of another character andthe marker 212 (at Step S502) are displayed on the screen 61.

[0094] When the player manipulates the keypad 30 to designate anothercharacter 210, reference is made to the RAM 12 so that the cursor 230 isdisplayed in the color determined at Step S402. Thus, in thisembodiment, the cursor according to another character is displayed inthe color according to the character relation so that the player caneasily determine what relation another character takes with respect tothe player, on the basis of the color of the cursor, to thereby quicklytake action according to the character relation. The character relationis not displayed on another character for which the player has notadjusted the cursor, so that the load needed for the screen display bythe game unit 1 can be lightened.

[0095] [Fourth Embodiment]

[0096] Now will be described a fourth embodiment according to theinvention. The constructions of a game device and a game systemaccording to this embodiment are shown in FIG. 1 to FIG. 3. Thisembodiment is different from the foregoing embodiments only in thedisplay procedure (i.e., Step S210 of FIG. 6) of another character. Theremaining points are similar to those of the foregoing embodiments sothat their overlapping description will be omitted.

[0097]FIG. 14 shows a display mode of another character in thisembodiment. In this embodiment, the color of the marker 212 of anothercharacter, as displayed in the radar map 207, is different according tothe relation between the own character and another character. As in theforegoing embodiments, the character relations are the aforementionedfour: “Hostile Relation”, “Warning Relation”, “Ignoring Relation” and“Friendly Relation”.

[0098]FIG. 15 is a flow chart showing a display procedure of anothercharacter according to this embodiment. This procedure is executed suchthat the control unit 2 of the game unit 1 executes the game programstored in the CD-ROM 4.

[0099] In this embodiment, after the character relation decidingprocedure (at Step S300) shown in FIG. 9, the display color of themarker of another character on the radar map is determined (at StepS403) according to the decided character relation. In this embodiment,as in the first embodiment, relation color designations are: red for thehostile relation; yellow for the warning relation; green for theignoring relation; and blue for the friendly relation. Where thecharacter relation belongs to the group of relations, the display colorsare determined according to the priorities ofHostile>Warning>Ignoring>Friendly. Where a character relation does notexist, black is the display color. The determined display color isstored in the RAM 12 as to correspond to another character.

[0100] After this, the image 210 and the name 211 of another characterare displayed on the screen 61. At the same time, the marker 212 isdisplayed (at Step S503) in the radar map 207 according to the colordetermined at Step S401.

[0101] Thus, in this embodiment, the marker indicating another characteris displayed in the color according to the character relation so thatthe player can easily grasp what relation another character takes withrespect to the player, on the basis of the color of the marker tothereby quickly take an action according to the character relation.

[0102] Although the invention has been specifically described inconnection with its embodiments, it should not be limited to theembodiments, but could be modified in various manners without departingfrom the gist thereof. For example, the steps included in the method ofthe invention can be changed in their order without departing from thegist or scope of the invention.

[0103] When the player's own character and another character are in apredetermined relation, according to the invention, another character isdisplayed in the mode according to the relation. This display modeshould not be limited to those enumerated in the embodiments but couldbe modified in various manners. According to the character relation, forexample, different (visual) effects may be displayed around an imageexpressing another character. It is also conceivable to display anothercharacter of the ignoring relation in a semitransparent manner.

[0104] In the foregoing embodiments, the invention has been described inconnection with the home game device, but the invention can also beapplied to a general-purpose computer such as a personal computer or toan arcade game machine.

[0105] In the foregoing embodiments, the output unit and the input unitare separated from the control unit, but the invention can be applied toa video game device in which the output unit, the input unit and thecontrol unit are integrated.

[0106] In the foregoing embodiments, the computer-readable recordingmedium for recording the game program and the data is exemplified by theCD-ROM. However, the recording medium should not be limited to theCD-ROM but may be either: other computer-readable magnetic or opticalrecording media such as the DVD (Digital Versatile Disc) or the ROMcard; or semiconductor memories. Moreover, the program or data forrealizing the invention may be serviced by pre-installing them in thestorage unit of the game machine or the computer.

[0107] The program or data for realizing the invention may be downloadedfor use to the HDD 18 from another device on the network 100 which isconnected via the communication line 99 by the communication interface17 shown in FIG. 1. On the other hand, the program or data may berecorded in the memory of another device on the communication line 99 sothat they can be sequentially read, if necessary, for use in the RAM 12via the communication line 99.

[0108] The program and data for realizing the invention may be servicedas computer data signals superposed on carriers from another device onthe network 100. For example, the invention may be able to be realizedsuch that the control unit 2 demands another device on the communicationnetwork 100 for the transmission of computer data signals from thecommunication interface 17 via the communication line 99 and receivesand stores the transmitted computer data signals in the RAM 12.

[0109] According to the invention, the another character is displayed inthe display mode according to the relation between the player's owncharacter manipulated by the player and another character manipulated byanother player, so that the player is enabled to confirm the relationsbetween the player's own character and another character by easilyconfirming the display on another character.

What is claimed is:
 1. A computer-readable recording medium recordedwith a program of a video game for allowing a group of players to causeeach of a respective plurality of characters to act in a common virtualspace, wherein the program of said video game causes a computer capableof being connected with a server via a network, when read, to execute:deciding whether or not a player's own character manipulated by thecomputer, and another character manipulated by another computerconnected with said server via the network, are in a predeterminedrelation; and displaying said another character in a display modeaccording to said predetermined relation when it is decided that saidown character and said another character are in said predeterminedrelation.
 2. The recording medium according to claim 1, wherein theprogram of said video game further causes said computer to execute:interchanging, in response to a designation from the player, a firstgame mode capable of attacking the character of another player and asecond game mode incapable of attacking the character of another player;and receiving such a notification from the server that said anothercharacter has been interchanged to said first game mode, and wherein thedecision on whether or not said own character and said another characterare in said predetermined relation includes deciding, when saidnotification is received, that said own character and said anothercharacter are in said predetermined relation.
 3. The recording mediumaccording to claim 1, wherein the program of said video game furthercauses said computer to execute storing identification data of saidanother character when said own character is attacked by said anothercharacter, and wherein the decision on whether or not said own characterand said another character are in said predetermined relation includesdeciding includes deciding, when identification data of said anothercharacter are stored, that said own character and said another characterare in said predetermined relation.
 4. The recording medium according toclaim 1, wherein the program of said video game further causes saidcomputer to execute storing identification data of another character inresponse to a designation from the player, and wherein the decision onwhether or not said own character and said another character are in saidpredetermined relation includes deciding when identification data ofsaid another character are stored, that said own character and saidanother character are in said predetermined relation.
 5. The recordingmedium according to claim 1, wherein the program of said video gameprepares a plurality of predetermined relations between said owncharacter and said another character, wherein the decision on whether ornot said own character and said another character are in saidpredetermined relation includes deciding whether or not said owncharacter and said another character are in each of a plurality ofrelations, and wherein the display of said another character in thedisplay mode according to said predetermined relation includes:deciding, when the relation between said own character and said anothercharacter belongs to at least two of said plurality of relationssimultaneously, the one of highest priority of said at least tworelations on the basis of predetermined priorities; and displaying saidanother character in a display mode according to the decided relation.6. The recording medium according to claim 1, wherein the display ofsaid another character in the display mode according to saidpredetermined relation includes displaying the name of said anothercharacter in a color according to said predetermined relation.
 7. Therecording medium according to claim 1, wherein the display of saidanother character in the display mode according to said predeterminedrelation includes displaying an icon according to said predeterminedrelation in the vicinity of said another character.
 8. The recordingmedium according to claim 1, wherein the display of said anothercharacter in the display mode according to said predetermined relationincludes displaying a cursor to be displayed around said anothercharacter when the player designates said another character, in a coloraccording to said predetermined relation.
 9. The recording mediumaccording to claim 1, wherein the display of said another character inthe display mode according to said predetermined relation includes:displaying the image of said another character; and displaying a markerindicating said another character, in a display region of a portion of ascreen and in a color according to said predetermined relation.
 10. Avideo game program for allowing a plurality of players to cause each ofa respective plurality of characters to act in a common virtual space,wherein said video game program causes a computer capable of beingconnected with a server via a network, when read, to execute: decidingwhether or not a player's own character manipulated by said computer,and another character manipulated by another computer connected withsaid server via the network, are in a predetermined relation; anddisplaying said another character in a display mode according to saidpredetermined relation when it is decided that said own character andsaid another character are in said predetermined relation.
 11. The videogame program according to claim 10, wherein said video game programfurther causes said computer to execute: interchanging, in response to adesignation from the player, a first game mode capable of attacking thecharacter of another player and a second game mode incapable ofattacking the character of another player; and receiving such anotification from said server that said another character has beeninterchanged to said first game mode, and wherein the decision onwhether or not said own character and said another character are in saidpredetermined relation includes deciding, when said notification isreceived, that said own character and said another character are in saidpredetermined relation.
 12. A video game program according to claim 10,wherein the video game program further causes said computer to executestoring identification data of said another character when said owncharacter is attacked by said another character, and wherein thedecision on whether or not said own character and said another characterare in said predetermined relation includes deciding includes deciding,when identification data of said another character are stored, that saidown character and said another character are in said predeterminedrelation.
 13. The video game program according to claim 10, wherein saidvideo game program further causes said computer to execute storingidentification data of another character in response to a designationfrom the player, and wherein the decision on whether or not said owncharacter and said another character are in said predetermined relationincludes deciding when identification data of said another character arestored, that said own character and said another character are in saidpredetermined relation.
 14. A video game program according to claim 10,wherein said video game program prepares a plurality of predeterminedrelations between said own character and said another character, whereinthe decision on whether or not said own character and said anothercharacter are in said predetermined relation includes deciding whetheror not said own character and said another character are in each of aplurality of relations, and wherein the display of said anothercharacter in the display mode according to said predetermined relationincludes: deciding, when the relation between said own character andsaid another character belongs to at least two of said plurality ofrelations simultaneously, the one of highest priority of said at leasttwo relations on the basis of predetermined priorities; and displayingsaid another character in a display mode according to the decidedrelation.
 15. The video game program according to claim 10, wherein thedisplay of said another character in the display mode according to saidpredetermined relation includes displaying the name of said anothercharacter in a color according to said predetermined relation.
 16. Thevideo game program according to claim 10, wherein the display of saidanother character in the display mode according to said predeterminedrelation includes displaying an icon according to said predeterminedrelation in the vicinity of said another character.
 17. The video gameprogram according to claim 10, wherein the display of said anothercharacter in the display mode according to said predetermined relationincludes displaying a cursor to be displayed around said anothercharacter when the player designates said another character, in a coloraccording to said predetermined relation.
 18. The video game programaccording to claim 10, wherein the display of said another character inthe display mode according to said predetermined relation includes:displaying the image of said another character; and displaying a markerindicating said another character, in a display region of a portion of ascreen and in a color according to said predetermined relation.
 19. Avideo game system comprising: a computer-readable recording mediumrecorded with a program of a video game for allowing a plurality ofplayers to cause each of a respective plurality of characters to act ina common virtual space; first and second computers manipulated by firstand second players, respectively, for reading and executing said programfrom said recording medium; and a server connected with said first andsecond computers via a network, wherein the program of said video gamecauses said first computer to execute: deciding, when read by said firstcomputer, whether or not a first character manipulated by using saidfirst computer and a second character manipulated by using said secondcomputer are in a predetermined relation; and displaying said secondcharacter in a display mode according to said predetermined relationwhen it is decided that said first character and said second characterare in said predetermined relation.
 20. A control method for a videogame system including: first and second computers; first and seconddisplay units connected with said first and second computers,respectively; and a server connected with said first and secondcomputers via a network, for displaying such a video game on said firstand second display units as allows a plurality of players to cause theirrespective characters to act in a common virtual space, wherein saidcontrol method causes said first computer to execute: deciding whetheror not a first character manipulated by using said first computer and asecond character manipulated by using said second computer are in apredetermined relation; and displaying said second character in adisplay mode according to said predetermined relation when it is decidedthat said first character and said second character are in saidpredetermined relation.
 21. A video game device comprising: acomputer-readable recording medium recorded with a program of a videogame for allowing a plurality of players to cause their respectivecharacters to act in a common virtual space; a computer capable of beingconnected with a server via a network for reading and executing saidprogram from said recording medium; and a display unit connected withsaid computer, wherein said computer executes by reading said programfrom said recording medium: deciding whether or not a player's owncharacter manipulated by said computer, and another charactermanipulated by another computer connected with said server via thenetwork, are in a predetermined relation; and displaying said anothercharacter on said display unit in a display mode according to saidpredetermined relation when it is decided that said own character andsaid another character are in said predetermined relation.
 22. A controlmethod for a video game device including: a computer capable of beingconnected with a server via a network; and a display unit connected withsaid computer, for displaying such a video game on said display unit asallows a plurality of players to cause their respective characters toact in a common virtual space, wherein said computer is caused toexecute: deciding whether or not a player's own character manipulated bysaid computer and another character manipulated by another computerconnected with said server via the network, are in a predeterminedrelation; and displaying said another character on said display unit ina display mode according to said predetermined relation when it isdecided that said own character and said another character are in saidpredetermined relation.